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Posts posted by jakerupert
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I must say, now with your postproduction improvements you are really making a big leap from
an average (sorry, don`t take it wrong, just lighting) 3D look to a really profesional 3 d short film look.
So it will add a lot to a potential succsess of your promo-clip.
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Hi Roger,
this sounds very interesting.
I will be following this!
Jake
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Interesting style, but why would be the riggprocess be more complicated?
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so coming back to my question from above:
It would be interesting to know, if some of the most common riggs are better suited for gameexport then others.
Maybe, that`s were the simple rig or 2008 rig have great advantages compared to the TSM and squetch rigg?
if I understand that right, the fewer bones and constraints a rigg has the (ligther) better it will be suited for export to
a gameengine, right?
For humans, that would favor the light rigg, I guess?
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It would be interesting to know, if some of the most common riggs are better suited for gameexport then others.
Maybe, that`s were the simple rig or 2008 rig have great advantages compared to the TSM and squetch rigg?
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Very cool!
Thanks a lot!
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I just did and could also try the gamemodel pipeline.
Seems to work quite good so far.
What a funny and original way to protect their software. Thats sure a good reason to spend the 50,-€!
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>DirectX > Fragmotion (quite inexpensive, well known in the game-industry) > Milkshape (free) > FBX... that is the possible pipeline...
See you
One other question. Do the exported x.files do have similar problems with fivepointers and hooks like the holes in the objexport
and do you have to rework that in fragmotion or milkshape?
> Milkshape (free)
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I also installed milkshape and can`t detect an direct x inport either just export.
How do you guys manage to bring in the x.files?
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I will experiment with the milkshape-pipeline and
Paul you answered:
>It is along time since I tried Cinema 4D but checking the Unity website confirms that it still supported, though C4D 10 has a problematic exporter.
See the bottom of this page for file compatibility and a link to a work around for C4D 10:
but
Is there a special plugin because C4D wonnt recognize and open it or is milkshape the only (lowcost) way?
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Hi Paul,
Good news about the BVH files, so you could use an obj export and a BHV action export,
to use together in unity, I guess?
Cinema 4D I have tried also, but wasn`t able to open the x.file. It says "unknownfileformat".
Is there a trick to it?
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So far as I understand it, the only way to get motion out of AM that you can use in a gameengine, is the x.exporter, right?
But many gameengines like unity can`t import that.
(The new great pointlevelfeature is for movies only)
I don`t know, what the genesis act. and .av avatar files are doing, but it seems, that gameengines like unity cant use them as well.
So does it make sense to ask for a featurerequest fbx- or collada- or maybe even just BVH export?
Are one of these even doable by one man like Steffen in a reasonable amount of time?
I think AM could then be a great tool for creating also animated gamecontent.
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Hi Chronos,
Your still around?
How do I get the x files into the unity gameengine?
>AMXtext Dowload Link - 100% legal
http://www.patchwork3d.de/html/englisch/pr...kat=9&mid=1
AMXtext = A:M X-Exporter = DirectX .X model exporter for Animation:Master
.x file format is a popular 3D GAME MODEL FORMAT to Game Engines and Game Development tools
like
DARK BASIC PRO
http://www.thegamecreators.com/?m=view_product&id=2000
BLITZ 3D
3d game studio
Torque 3D
Unity
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second trick: select the fivepoints, hide the rest, select the fivepoints a new and in most cases the fivepointpatch-tool turns active.
(Edit:Just read, that you already know that trick....)
if everything fails, try disconnecting and reconnect some of the cps a new, could help also. Maybe restarting the program could help also.
(also sometimes you have to flip normals to make the patch show, if you have "showbackfacing polygons" turned off)
>What makes an invalid 5 point patch?
Sometimes I found, when I try a few times to select the cps in different orders, once in a while the patch tool will suddenly work.
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Hell, who is going to read and value all this legal bubbling. I don`t want to be a lawexpert, just do some simple 3D ;>)!
Just make it a usable and workable solution please.
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Hi Jason,
So when this solution is restricted to one computer now, where`s the advantage gone (Working on one maincomputer and rendering on other older ones by simply switching the CD), that the old CD-solution hold compared to the websubscription?
Its a pity, but this makes me hesitate upgrading to 16 for the time being.
(Yes , I know that there`s the new netrender now and with two ort three websubscriptions you get similar power, but then you still have that expiration thing and as fast as I am working, I prefer consistency in my software.)
I will wait paitently for a CD like usb-dongle version.
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Yes, good idea....
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There will be no longer a CD-Version of 16 because the donglecompany vanished.
So you will have to wait with us inline, with what new solution Jason and Yoda might come up for us CD-enthusiats.
As far as I understand, they are exploring that right now.
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I think, what is meant is the antialiasing at the rims.
Its best to make sharp edges and then to leave the antialiasing to AM, if I am not wrong.
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QUOTE
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Well, you could always experiment yourself.
Don`t take me wrong, my remark was not meant as a kind critic or demand from you to add these things.
We are all very gratefull, you gave us that fantastic rig as it is for free!
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Great work!
Love the surfaces you generated within AM.
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Very nice!
Maybe I would add some blending from the colors of ocean and background from the opening to the boatscene,
like the morning slowly downing.
A pity theres no foam with the oceanrig yet.
That would make it perfect for me.
Probably experimenting with materialeffectors and wake materials/maps would add too much additional work to your project
for the time being...
How do you make a ski lift work?
in Work In Progress / Sweatbox
Posted
Yes, and so easy to achieve..... next thing, I have to find out though, is how to set the duration of each layer/frame in Gimp individually to add a little timing...
Maybe you know the answer Bobby?